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Difference between revisions of "40d:Sand"

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{{quality|Exceptional|16:39, 4 August 2011 (UTC)}}{{av}}
 
:''(For any type of "sand" as a [[layer]], see [[Soil]])''
 
:''(For any type of "sand" as a [[layer]], see [[Soil]])''
  
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'''Sand''' is one of the many specific types of [[soil]] that can be found in Dwarf Fortress.  As all sand types are [[soil]]s, [[farm plot]]s can be built on them without need for irrigation.  Sand can also be used to make [[glass]] (see below).
  
{{d for dwarf}}
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There are five different colors of sand – yellow, white, black, red, and plain (no color) – but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is occasionally found in other [[biome]]s as well.
  
'''Sand''' is a naturally occurring granular material composed of small bits of [[rock]] and minerals. There are five different colors of sand – tan, yellow, white, black, and red – but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass Industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is occasionally found in other [[biome]]s as well.  
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Sandy clay, sandy clay loam, sandy loam, and loamy sand are '''not''' considered sand by the game and thus cannot be used for glassmaking.
  
Sandy clay, sandy clay loam, sandy loam, and loamy sand are not considered sand by the game and thus cannot be used for glassmaking.
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When an underground plant grows on a muddy stone floor tile (after finding an [[underground river]] or pool), the floor tile turn into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be sand.
  
Due to a bug, stone floors where a [[tower-cap]] or shrub grows will turn into a random soil type, which will sometimes be sand.{{verify}}
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When a [[tower-cap]] grows on a muddy stone floor tile (after discovering an [[underground river]] or pool) and is either trampled or cut down, the floor tile turns into a soil type appropriate to the [[biome]]. Although certain biomes lack soil layers altogether (such as mountains and glaciers), their geology data still contains at least one soil type which may be a type of sand.
  
== Sand in fortress mode ==
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Sand, unlike normal soil, is always depicted using the {{Tile|≈|6:0}} and {{Tile|~|6:0}} symbols and it cannot be furrowed, thus causing unpaved sand [[road]]s to be covered in vegetation much more quickly.
  
Sand is used in the production of [[glass|green and clear glass]] items at a [[glass furnace]] ([[glass|crystal glass]] items require [[rock crystal]] in its place). To collect sand, first locate some appropriate sand tiles. They will appear as "[Color] Sand [Tile]" when inspected with the loo{{k|k}} tool. Next, set an activity zone over the sand tiles by pressing {{k|i}} and then designating the sand tiles as an activity zone (note that sand cannot be collected from sand walls). Once you've done this, activate sand collection by pressing {{k|s}}; however, this will not yet result in any sand being collected. You must build a [[glass furnace]] and activate the collect sand task. Each Dwarf collecting sand will require a [[bag]], and only one dwarf will collect sand per furnace. Sand collection requires the "Item Hauling" [[labor]].
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== Glass ==
  
Filled bags of sand are considered [[furniture]], and as such require the "Furniture Hauling" labor to move. Sand bags are stored in furniture [[stockpile]]s. Collected sand is listed under [[powder]] on the [[stocks]] menu.
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Sand is used in the production of [[glass|green and clear glass]] items at a [[glass furnace]] ([[glass|crystal glass]] items require [[rock crystal]] in its place). To collect sand, first locate some appropriate sand tiles. They will appear as "[Color] Sand [Tile]" when inspected with the loo{{k|k}} tool. Next, set an [[activity zone]] over the sand tiles by pressing {{k|i}} and then designating the sand tiles as an activity zone (note that sand cannot be collected from sand walls). Once you've done this, activate sand collection by pressing {{k|s}}; however, this will not yet result in any sand being collected. You must build a [[glass furnace]] and activate the collect sand task. Each Dwarf collecting sand will require a [[bag]], only one dwarf will collect sand per furnace, and no other tasks can be performed at the furnace while sand is being collected. Sand collection requires the "Item Hauling" [[labor]].
  
To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only "sand bags" enabled (this is selected via the {{k|u}} key in the furniture/siege ammo submenu of the stockpile settings menu). It may be useful to construct several glass furnaces so that you can have several"collect sand" jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.
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Filled bags of sand are considered [[furniture]], and as such require the "Furniture Hauling" labor to move. Sand bags are stored in furniture [[stockpile]]s with "sand bags" enabled. Collected sand is listed under [[powder]] on the [[stocks]] menu.
  
== Farming ==
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To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only "sand bags" enabled (this is selected via the {{k|u}} key in the furniture/siege ammo submenu of the stockpile settings menu) but with all materials and quality levels still permitted. It may be useful to construct several glass furnaces so that you can have several "collect sand" jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.
 
 
As all sand types are [[soil]]s, [[farm plot]]s can be built on them without need for irrigation.
 
  
 
==Strange Moods==
 
==Strange Moods==
A immigrant glass maker will occasionally request glass on a sand-less map. Normally you wont have anyone with the glass-making skill but immigrants do come with it sometimes. The best way to deal with this is to train them higher in an other [[Strange_mood#Skills_and_workshops|applicable skill]] to avoid moody glass makers or you´ll just let the dwarf die.  Or you could just draft them, as a glassmaker without sand is more worthless than a Soaper. Cheating would help either situation. Add [SOIL_SAND] to any soil you do have, in the object [[raws]].
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An immigrant glass maker will occasionally request glass on a sand-less map.{{verify}} The best way to deal with this is to train them higher in another [[Strange_mood#Skills_and_workshops|applicable skill]] to avoid moody glass makers or you can just let the dwarf die.  Or you could just draft them, as a glassmaker without sand is more worthless than a Soaper. Cheating would help too: Add [SOIL_SAND] to any soil you do have, in the object [[raws]].
  
 
==Nobles==
 
==Nobles==
[[Nobles]] will sometimes request the production of glass items on sand-free maps. The only way to fulfill that request is by [[cheating]]. Should it happen too often (it will, since it is triggered by the nobles [[likes]]), an [[unfortunate accident]] may be advisable. Another way to deal is to not have a [[justice]] system at all, which will also neutralize the [[hammerer]] (40d).
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[[Noble]]s will sometimes request the production of glass items on sand-free maps. The only way to fulfill that request is by [[cheating]]. Should it happen too often (it will, since it is triggered by the nobles [[likes]]), an [[unfortunate accident]] may be advisable. Another way to deal is to not have a [[justice]] system at all, which will also neutralize the [[hammerer]] (40d).
  
[[Category:Materials]]
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{{Category|Materials}}

Latest revision as of 12:50, 28 April 2014

This article is about an older version of DF.
(For any type of "sand" as a layer, see Soil)

Sand is one of the many specific types of soil that can be found in Dwarf Fortress. As all sand types are soils, farm plots can be built on them without need for irrigation. Sand can also be used to make glass (see below).

There are five different colors of sand – yellow, white, black, red, and plain (no color) – but their only difference is their appearance on the ground, as there is no difference between them for purposes of glassmaking. Sand typically appears in deserts and along ocean beaches, but is occasionally found in other biomes as well.

Sandy clay, sandy clay loam, sandy loam, and loamy sand are not considered sand by the game and thus cannot be used for glassmaking.

When an underground plant grows on a muddy stone floor tile (after finding an underground river or pool), the floor tile turn into a soil type appropriate to the biome - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be sand.

When a tower-cap grows on a muddy stone floor tile (after discovering an underground river or pool) and is either trampled or cut down, the floor tile turns into a soil type appropriate to the biome. Although certain biomes lack soil layers altogether (such as mountains and glaciers), their geology data still contains at least one soil type which may be a type of sand.

Sand, unlike normal soil, is always depicted using the and ~ symbols and it cannot be furrowed, thus causing unpaved sand roads to be covered in vegetation much more quickly.

Glass[edit]

Sand is used in the production of green and clear glass items at a glass furnace (crystal glass items require rock crystal in its place). To collect sand, first locate some appropriate sand tiles. They will appear as "[Color] Sand [Tile]" when inspected with the look tool. Next, set an activity zone over the sand tiles by pressing i and then designating the sand tiles as an activity zone (note that sand cannot be collected from sand walls). Once you've done this, activate sand collection by pressing s; however, this will not yet result in any sand being collected. You must build a glass furnace and activate the collect sand task. Each Dwarf collecting sand will require a bag, only one dwarf will collect sand per furnace, and no other tasks can be performed at the furnace while sand is being collected. Sand collection requires the "Item Hauling" labor.

Filled bags of sand are considered furniture, and as such require the "Furniture Hauling" labor to move. Sand bags are stored in furniture stockpiles with "sand bags" enabled. Collected sand is listed under powder on the stocks menu.

To get bags to fill with sand for your fortress, create a leather bag at a leather works or a cloth bag at a clothier's shop, or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture stockpile with only "sand bags" enabled (this is selected via the u key in the furniture/siege ammo submenu of the stockpile settings menu) but with all materials and quality levels still permitted. It may be useful to construct several glass furnaces so that you can have several "collect sand" jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.

Strange Moods[edit]

An immigrant glass maker will occasionally request glass on a sand-less map.[Verify] The best way to deal with this is to train them higher in another applicable skill to avoid moody glass makers or you can just let the dwarf die. Or you could just draft them, as a glassmaker without sand is more worthless than a Soaper. Cheating would help too: Add [SOIL_SAND] to any soil you do have, in the object raws.

Nobles[edit]

Nobles will sometimes request the production of glass items on sand-free maps. The only way to fulfill that request is by cheating. Should it happen too often (it will, since it is triggered by the nobles likes), an unfortunate accident may be advisable. Another way to deal is to not have a justice system at all, which will also neutralize the hammerer (40d).